2 * @file status-first-page.c
3 * @brief
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9 #include "status-first-page.h"
11 #include "combat/melee.h"
12 #include "combat/shoot.h"
13 #include "object-hook.h"
14 #include "objectkind.h"
16 static TERM_COLOR likert_color = TERM_WHITE;
19 * @brief
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20 * Returns a "rating" of x depending on y
21 * @param x
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22 * @param y
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25 static concptr likert(int x, int y)
27 static char dummy[20] = "", dummy2[20] = "";
28 memset(dummy, 0, strlen(dummy));
29 memset(dummy2, 0, strlen(dummy2));
32 if (show_actual_value)
33 sprintf(dummy, "%3d-", x);
37 likert_color = TERM_L_DARK;
38 strcat(dummy, _("
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47 likert_color = TERM_RED;
48 strcat(dummy, _("
\88«
\82¢", "Bad"));
54 likert_color = TERM_L_RED;
55 strcat(dummy, _("
\97ò
\82é", "Poor"));
61 likert_color = TERM_ORANGE;
62 strcat(dummy, _("
\95\81\92Ê", "Fair"));
67 likert_color = TERM_YELLOW;
68 strcat(dummy, _("
\97Ç
\82¢", "Good"));
73 likert_color = TERM_YELLOW;
74 strcat(dummy, _("
\91å
\95Ï
\97Ç
\82¢", "Very Good"));
80 likert_color = TERM_L_GREEN;
81 strcat(dummy, _("
\91ì
\89z", "Excellent"));
90 likert_color = TERM_GREEN;
91 strcat(dummy, _("
\92´
\89z", "Superb"));
99 likert_color = TERM_BLUE;
100 strcat(dummy, _("
\89p
\97Y
\93I", "Heroic"));
105 likert_color = TERM_VIOLET;
106 sprintf(dummy2, _("
\93`
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\93I[%d]", "Legendary[%d]"), (int)((((x / y) - 17) * 5) / 2));
107 strcat(dummy, dummy2);
117 * @brief
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118 * Prints ratings on certain abilities
119 * @param creature_ptr
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122 * This code is "imitated" elsewhere to "dump" a character sheet.
124 void display_player_various(player_type *creature_ptr, void(*display_player_one_line)(int, concptr, TERM_COLOR))
127 if (creature_ptr->muta2 & MUT2_HORNS) muta_att++;
128 if (creature_ptr->muta2 & MUT2_SCOR_TAIL) muta_att++;
129 if (creature_ptr->muta2 & MUT2_BEAK) muta_att++;
130 if (creature_ptr->muta2 & MUT2_TRUNK) muta_att++;
131 if (creature_ptr->muta2 & MUT2_TENTACLES) muta_att++;
133 int xthn = creature_ptr->skill_thn + (creature_ptr->to_h_m * BTH_PLUS_ADJ);
136 o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
137 int tmp = creature_ptr->to_h_b + o_ptr->to_h;
138 int xthb = creature_ptr->skill_thb + (tmp * BTH_PLUS_ADJ);
141 if (o_ptr->k_idx > 0)
143 ENERGY energy_fire = bow_energy(o_ptr->sval);
144 shots = creature_ptr->num_fire * 100;
145 shot_frac = (shots * 100 / energy_fire) % 100;
146 shots = shots / energy_fire;
147 if (o_ptr->name1 == ART_CRIMSON)
151 if (creature_ptr->pclass == CLASS_ARCHER)
153 if (creature_ptr->lev >= 10) shots++;
154 if (creature_ptr->lev >= 30) shots++;
155 if (creature_ptr->lev >= 45) shots++;
163 BIT_FLAGS flgs[TR_FLAG_SIZE];
164 for (int i = 0; i < 2; i++)
166 damage[i] = creature_ptr->dis_to_d[i] * 100;
167 if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER)) && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM))
169 PLAYER_LEVEL level = creature_ptr->lev;
176 if (creature_ptr->pclass == CLASS_FORCETRAINER) level = MAX(1, level - 3);
177 if (creature_ptr->special_defense & KAMAE_BYAKKO)
178 basedam = monk_ave_damage[level][1];
179 else if (creature_ptr->special_defense & (KAMAE_GENBU | KAMAE_SUZAKU))
180 basedam = monk_ave_damage[level][2];
182 basedam = monk_ave_damage[level][0];
184 damage[i] += basedam;
185 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) damage[i] = 1;
186 if (damage[i] < 0) damage[i] = 0;
190 o_ptr = &creature_ptr->inventory_list[INVEN_RARM + i];
191 if (o_ptr->k_idx == 0)
194 damage[i] += basedam;
195 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) damage[i] = 1;
196 if (damage[i] < 0) damage[i] = 0;
201 bool poison_needle = FALSE;
202 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) poison_needle = TRUE;
203 if (object_is_known(o_ptr))
205 damage[i] += o_ptr->to_d * 100;
206 to_h[i] += o_ptr->to_h;
209 basedam = ((o_ptr->dd + creature_ptr->to_dd[i]) * (o_ptr->ds + creature_ptr->to_ds[i] + 1)) * 50;
210 object_flags_known(o_ptr, flgs);
211 basedam = calc_expect_crit(creature_ptr, o_ptr->weight, to_h[i], basedam, creature_ptr->dis_to_h[i], poison_needle);
212 if (OBJECT_IS_FULL_KNOWN(o_ptr) && ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)))
218 else if (have_flag(flgs, TR_VORPAL))
220 /* vorpal flag only */
225 if ((creature_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (creature_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
226 basedam = basedam * 7 / 2;
227 damage[i] += basedam;
228 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) damage[i] = 1;
229 if (damage[i] < 0) damage[i] = 0;
232 int blows1 = creature_ptr->migite ? creature_ptr->num_blow[0] : 0;
233 int blows2 = creature_ptr->hidarite ? creature_ptr->num_blow[1] : 0;
234 int xdis = creature_ptr->skill_dis;
235 int xdev = creature_ptr->skill_dev;
236 int xsav = creature_ptr->skill_sav;
237 int xstl = creature_ptr->skill_stl;
238 int xsrh = creature_ptr->skill_srh;
239 int xfos = creature_ptr->skill_fos;
240 int xdig = creature_ptr->skill_dig;
242 concptr desc = likert(xthn, 12);
243 (*display_player_one_line)(ENTRY_SKILL_FIGHT, desc, likert_color);
245 desc = likert(xthb, 12);
246 (*display_player_one_line)(ENTRY_SKILL_SHOOT, desc, likert_color);
248 desc = likert(xsav, 7);
249 (*display_player_one_line)(ENTRY_SKILL_SAVING, desc, likert_color);
251 desc = likert((xstl > 0) ? xstl : -1, 1);
252 (*display_player_one_line)(ENTRY_SKILL_STEALTH, desc, likert_color);
254 desc = likert(xfos, 6);
255 (*display_player_one_line)(ENTRY_SKILL_PERCEP, desc, likert_color);
257 desc = likert(xsrh, 6);
258 (*display_player_one_line)(ENTRY_SKILL_SEARCH, desc, likert_color);
260 desc = likert(xdis, 8);
261 (*display_player_one_line)(ENTRY_SKILL_DISARM, desc, likert_color);
263 desc = likert(xdev, 6);
264 (*display_player_one_line)(ENTRY_SKILL_DEVICE, desc, likert_color);
266 desc = likert(xdev, 6);
267 (*display_player_one_line)(ENTRY_SKILL_DEVICE, desc, likert_color);
269 desc = likert(xdig, 4);
270 (*display_player_one_line)(ENTRY_SKILL_DIG, desc, likert_color);
273 (*display_player_one_line)(ENTRY_BLOWS, format("%d+%d", blows1, blows2), TERM_L_BLUE);
275 (*display_player_one_line)(ENTRY_BLOWS, format("%d+%d+%d", blows1, blows2, muta_att), TERM_L_BLUE);
277 (*display_player_one_line)(ENTRY_SHOTS, format("%d.%02d", shots, shot_frac), TERM_L_BLUE);
279 if ((damage[0] + damage[1]) == 0)
282 desc = format("%d+%d", blows1 * damage[0] / 100, blows2 * damage[1] / 100);
284 (*display_player_one_line)(ENTRY_AVG_DMG, desc, TERM_L_BLUE);
286 (*display_player_one_line)(ENTRY_INFRA, format("%d feet", creature_ptr->see_infra * 10), TERM_WHITE);